Ork Field Artillery
For use with Heartbreaker's Warzone
Sci-Fi miniatures game
by Joseph R. Martinez

Firing at Ork Field Artillery: At close range, you may target the crew or
artillery. At long range, they are randomized. Field Artillery is
considered to have an Armour of 29 and 1 Wound for purposes of damage.

Moving Ork Field Artillery: The moving rules are the same as in 40K.

Firing Ork Field Artillery: It takes two crew to fire an artillery piece.
In addition, it takes all three actions a model has in a turn. If an
artillery piece has only one crew manning it, in order to fire the weapon,
you must roll 11+ on 1D20, or the
model may not fire.

CC

MW

PW

LD

AC

W

ST

MV

A

Gretchin Crew (2)

12

13

-

10

3

1

0

3

19

TRAKTOR KANNON

Nominate a target the model can see. That model is automatically hit. Roll
an Artillery die. If you roll a misfire then something has gone wrong-Roll
1D20, 1-10 Reversed Polarity; 11-20 Overheating. If you roll a number then
this plus 10 is the damage of the hit the model takes. Normal armor saves
apply. If the victim survives the attack , then roll 1D20 and divide the
number in half. This is the number of inches the model is dragged towards
the kannon.

Vehicles will collide with any terrain or vehicles that they
hit, and will run over any foot models unfortunate enough not to dodge out
of the way. Vehicles are always assumed to have been moving 10" or more for
collisions. Support weapons dragged count as having a bike's ram value.
Buildings hit won't be dragged, but may suffer damage.Models that have been
dragged along by the beam may move and attack normally in their own turn.

CR

MX

RM

DAM

Notes:

Traktor Kannon

36

72

0

Special

See Above

SMASHA GUN

Nominate a target the model can see. That model is automatically hit.
Determine the range and the size of the target and check the following chart
for the 1D20 roll required to effect the model.

Range

Foot Trooper

Bike or Terminator

Other Vehicle or Dreadnought

0-24"

4

4

7

24-36"

4

7

10

36-48"

4

4

7

48-60"

Miss

4

4

Table Modified from original for Warzone D20 Scale

If a hit is scored, the model is held in the air as the crew try to jiggle
him into a position where he will land on a friendly model. Roll 1D20 and
divide it in three to see how many inches the model may be moved.

Roll a Scatter die to determine which direction the model is facing when it
lands. Anything under the target when it is dropped will sustain damage.
Foot Troopers and terminators dropped by the Smasha Gun will suffer 12
Damage hit. A dropped vehicle will sustain a hit using the model's own ram
value on its legs, wheels, or tracks on a D20 roll of 11+. Any model that
gets hit by a falling model is not allowed to get out of the way, and sustains
damage as if it had been hit by something moving 10" or more.

CR

MX

RM

DAM

Notes:

Smasha Gun

See Above

0

Special

See Above

SQUIG KATAPULT

To work out the effects, take the Buzzer Squig Template(1" Radius), pivot
the model so it is pointing in the direction of the target, guess a range of
up to 48", place the template directly ver the spot you guessed. The crew
do not need line of sight. Roll a scatter and arillery die. If you roll a
hit, the shot hits exactly where you guessed. If an arrow is rolled, the
shot scatters a number of inches equal to the number rolled on the scatter
die.

If a misfire is rolled, roll a D20-1-6: Destroyed!; 7- -14: OOOOOPS!; 15-20:
May not Shoot. The Buzzer Squig template will damage any troops or vehicles
touched and these models are attacked and must roll on the following chart
to determine if they are eaten alive and removed as casualties. A vehicle
is unharmed itself, but the crew is dead. Robots or dreadnoughts have the
circuitry consumed, and is rendered completely useless.

Target

D20 Save

Avatars, Greater Daemons, Hive Tyrants

Automatic

Vehicles, Robots, Dreadnoughts, Carnifexes

4+

Fully enclosed power armour, Aspect Armour, and Terminator Armour

7+

Daemons, Genestealers, Tyranids

11+

Any other troops

14+

The swarm stays in play unless it has caused one or more casualties. If
this has happened, roll a D20- 1-10: The squigs are sated and become docile
(remove the template); 11-20: The squigs are still hungry and continue to
move D20 divided by two in a random direction. the swarm automatically attacks
any target touched exempting Orks/Gretchin/Snotlings.

CR

MX

RM

DAM

Notes:

Squig Template

--

48

--

Special

See rules

SPLATTA KANNON

Pivot the gun in the direction you wish to shoot, roll an Artillery die, if
you roll a misfire, roll D20 - 1-10: Destroyed!; 11-20: May Not Shoot. If
you rolled a number, add 20 and that is the distance where the shell first
hits the ground; the shell travels directly forward unless it hits a model
or obstacle first; once the shell has hit the target, roll the scatter and
artillery dice to determine the direction and distance travelled by the shell.
Note that nothing is added to the second and subsequent artillery dice rolls.
Resolve any hits as before. The shell continues to bounce across the table
until it either leaves a table edge or a misfire is rolled on the Artillery
die. If you don't roll a Misfire on the first roll then any misfire rolled
does nothing other than stop the shell from further travel.

CR

MX

RM

DAM

Notes:

Splatte Kannon

Special rules

0

16

See rules

THE PULSA ROKKIT

Special rules are not changed in any way from the 40K rules.

SHOKK ATTACK GUN

Nominate a target the model can see. Place the 2" template on the aiming
point and roll a Scatter and Artillery die. if you roll a hit, the shot is
on target. If you roll an arrow, the shot scatters a distance in inches
equal to the number rolled on the artillery die. Of you roll a misfire,
roll D20 - 1-10: Destroyed!; 11-20: May Not Shoot. Any model touched by
the template will be attacked by the Snotlings. Refer to the appropriate
chart below and roll 1D20 for each model attacked. (You should refer to
the Codex Orks for full details.)